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VideoBackends: Set the maximum range when the depth range is oversized.
The depth values generated by the vertex shader need to be clamped correctly.
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@ -576,10 +576,12 @@ void Renderer::SetViewport()
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Ht = -Ht;
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}
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// If an inverted depth range is used, which D3D doesn't support,
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// we need to calculate the depth range in the vertex shader.
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if (xfmem.viewport.zRange < 0.0f)
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// If an inverted or oversized depth range is used, we need to calculate the depth range in the
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// vertex shader.
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if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
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fabs(xfmem.viewport.farZ) > 16777215.0f)
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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@ -481,10 +481,12 @@ void Renderer::SetViewport()
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height = -height;
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}
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// If an inverted depth range is used, which D3D doesn't support,
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// we need to calculate the depth range in the vertex shader.
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if (xfmem.viewport.zRange < 0.0f)
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// If an inverted or oversized depth range is used, we need to calculate the depth range in the
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// vertex shader.
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if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
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fabs(xfmem.viewport.farZ) > 16777215.0f)
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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@ -1123,6 +1123,24 @@ void Renderer::SetViewport()
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Height *= -1;
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}
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// If an oversized depth range is used, we need to calculate the depth range in the vertex shader.
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
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(fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f))
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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// Taking into account whether the depth range is inverted or not.
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = GX_MAX_DEPTH;
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max_depth = 0.0f;
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}
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else
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{
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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}
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// Update the view port
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if (g_ogl_config.bSupportViewportFloat)
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{
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@ -1134,10 +1152,7 @@ void Renderer::SetViewport()
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
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}
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// Set the reversed depth range. If we do depth clipping and depth range in the
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// vertex shader we only need to ensure depth values don't exceed the maximum
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// value supported by the console GPU. If not, we simply clamp the near/far values
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// themselves to the maximum value as done above.
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// Set the reversed depth range.
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glDepthRangef(max_depth, min_depth);
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}
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@ -4,6 +4,7 @@
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#include "VideoBackends/Vulkan/Renderer.h"
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#include <cmath>
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#include <cstddef>
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#include <cstdio>
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#include <limits>
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@ -1655,11 +1656,13 @@ void Renderer::SetViewport()
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height = -height;
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}
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// If an inverted depth range is used, which the Vulkan drivers don't
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// support, we need to calculate the depth range in the vertex shader.
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// TODO: Make this into a DriverDetails bug and write a test for CTS.
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if (xfmem.viewport.zRange < 0.0f)
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// If an oversized or inverted depth range is used, we need to calculate the depth range in the
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// vertex shader.
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// TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
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if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
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fabs(xfmem.viewport.farZ) > 16777215.0f)
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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